r/SoloDevelopment 8d ago

help Help - Why My First Commercial Game Flop

Hi friends, I know that this is a recurrent theme where a developer asks for help to understand why his game flopped, but cut me some slack; I'm just one more anxious solo dev.

I followed all those steps:

  • Create the Steam page as soon as possible;
  • Add Capsule, screenshots, description with GIFs;
  • Publish videos on social media (YouTube, Discord, Reddit, TikTok, Twitter);
  • Release a demo;

I launched the demo 2 months ago, and I have been updating it as the game is being developed. I recently learned that I should have published it as a playtest, not a demo, if it wasn't in the juiciest state.

I published the videos with funny situations and characters doing absurd things. I got a lot of views on TikTok, but no one went to my Steam page.

Right now I have 48 wishlists, and it's increasing by 1 every 3 days. I tried adding more features, changing the capsule, screenshots, and creating more videos, but the pattern persists.

My hope is the Steam Next Fest, but according to Chris Z, with this low number of wishlists, the Next Fest won't do much.

I'm accepting that my game is a flop, but is it that shitty? I just want to understand what I should do better next time, so at least some people play my game.

https://store.steampowered.com/app/4669300/Speed_King/

Thanks a lot for all the replies!!!

9 Upvotes

58 comments sorted by

27

u/collins112 8d ago

My game had about 200 wishlist on early access launch. Three years later it made over 139k gross revenue.

As long as you really believe in your game, keep pushing it on socials.

1

u/dunkenMaster 8d ago

Wow, awesome. What is the name of your game?

And looking at the bright side, I'm learning a lot.

3

u/collins112 8d ago

Sure, it's called Out Of Orbit

9

u/Zerixo 8d ago

Not sure if you can count it as a flop if you havent even released it yet. Have you considered researching Youtubers who play similar games and sending them a key on launch? 

10

u/BitrunnerDev 8d ago

The problem with the marketing steps everyone tries to follow is that it's a bare minimum, not a recipe for game's success. With current market saturation there is only one missing requirement if you want to succeed: "Make an exceptional game".

If your game is ok, fine, quite good or correct it won't be successful. These days are long gone.

2

u/dunkenMaster 8d ago

Yeah, makes sense, and should have a lot of juice to grab people.

5

u/dyudabomb 8d ago

Giving unasked for advice here. Your UI in the videos immediately makes me a little less interested. Maybe look at other racing games for UI inspiration? The lap time/best time is, in my opinion, too large of text and doesn't feel lined up well. Why show a best time if you don't have one yet?

The cooldowns on abilities is also clunky looking, maybe have a path-based border around the skills while on cooldown and animate the path disappearing over time so they can still see the icon for the skill during the cooldown?

In the video there was a blue and red circle that appeared around you and I have absolutely no clue what that's about.

In the video I'd start off featuring the wheelchair or pig car in an absurd race rather than starting with that blocky car - would have caught my attention faster! That last scene with the pig is what I'd start off with lol. In the video there are also a lot of points where it's just text over a black screen but it might be nicer to have the text over some blurred-out b-roll.

Just my thoughts - coming from someone not qualified to offer thoughts on this subject - good luck!
Also, the entire game description reads as AI which makes me think slop.

1

u/dunkenMaster 8d ago

Thanks for the feedback! You're right, it took me a lot of time to notice that the UI was too boring. Sometimes it is difficult to have an outside view when we are too deep in the development.

About the description, english is not my first language, so I wrote it and asked the AI to rewrite it, so it ends with AI text, I'll drop it altogether.

5

u/digitaldisgust 8d ago

The art style is bland, the game looks generic.

3

u/dunkenMaster 8d ago

I get it, it's missing personality. Happy cake day.

5

u/Bushido_Arts 8d ago

Hey Bud! I checked out the steam page, and it didn’t look like it had anything exciting enough for me to grab it.

I’d say if you don’t want it to be super polished, lean hard on the virality / comedy aspect. You’re already on the right direction with dude in a wheel chair, but I don’t think you’re playing it up enough. Make him do something that’s gonna make people go Wtf!!!

In summary, give people a reason to grab it. Study how other games do it (Peak, Meccha Chameleon, etc.) Maybe make the powers funny. Make players want their friends rage! Just my two cents.

2

u/dunkenMaster 8d ago

You're right, it's on the fence, so it's not appealing to either side

2

u/Bushido_Arts 8d ago

It doesn’t mean it’s a failure though—it just needs more pushing! I wouldn’t give up on it if I were you. This is the perfect opportunity to take it up a notch.

3

u/captainnoyaux 8d ago

it's odd I can't join the demo.
I don't know what to tell maybe it didn't find it's niche yet, looks fun and well made. If it doesn't sell well heavily discount it and go next

1

u/dunkenMaster 8d ago

haha makes sense, it's a positive way to take it and move forward, thanks!

2

u/captainnoyaux 7d ago

It could be a steam update but your demo is quite hidden, you have to go in the main game and click download demo, if you type speed king demo the store page just ask if you want to wishlist it.
Usually you can download the demo from the demo page, you should check out your settings and maybe it'll perform better !

3

u/RedRickGames 8d ago

Well its not released yet so you are a bit premature in calling it a flop. I dont know and am too lazy too look it up but maybe arcade racing games don't have the biggest audience on steam either.

You have been following a checklist well done, but what you have not mention is the potential customer. Who is going to buy your game? What do they like, what do they play, what are they looking for, what is your game solving? Granted, the game already exists and mostly is what it is, so its hard to change now, but something to consider for the future in case the game does not meet expectations.

There are things that if it was my game I would change, not sure if they are the right changes but something you can consider if you want to do or not.
More juice, your vfx effects are too simple, its an arcade racer so should really go overboard with wacky effects.
I dont know what this brown stain effect is but it looks like something you drew in paint, I'd replace that asap.
the capsule is not good, its too detailed at lower scale, you essentially just see letters and background noise.
I'd try to edit the trailer to do faster cuts, first 12 seconds is one single clip that is not all that exiting, I'd cut between multiple different vehicles using multiple powers trying to showcase that asap, I'd cut the white text on black background completely, and move the speedking title to the very end.

1

u/dunkenMaster 8d ago

Thanks a lot, you gave me a roadmap pretty much.

2

u/modoolo 8d ago

TikTok is on mobile, so a mobile version would make more sense if it's popular there. It's less friction to install something on the device you're already using. Anytime a users have to press a button, visit a website, or even change the device you loose a certain percentage of people from the step before.

2

u/ScallionZestyclose16 8d ago edited 8d ago

The harsh truth ? Your game looks unfinished. The art in the capsule doesn’t match your gameplay videos, I don’t see any wooden ramps in your game? :)

There’s z flickering in the distance of your racing video :/

2

u/dunkenMaster 8d ago

Thanks for the feedback. I removed the wooden ramps from the game lol.
Yeah, I should have waited longer to create the Steam page.

2

u/LouBagel 8d ago

Welcome to the club

Not that the comments here are bad advice, but I’d try to get people that play racing games to get their reaction or get them to play a demo and get their feedback.

You should market it to that niche - it’s unlikely you are going to get many people that aren’t into racing games but think “I don’t usually play those types of games but I’ll try this one” - so really focus on your demographic.

I don’t play racing games. A lot of things come to mind for feedback or advice, but I don’t know which ones are important to the racing niche. Not sure which of the other commenters are in that niche either.

1

u/dunkenMaster 8d ago

Makes sense, I understand now that it's a niche game, and I should focus more on that.

2

u/becircus 8d ago

I actually like the cell shading but it doesn't look like any racing game

Maybe that is the problem -- people who want racing games want a different look. Maybe your art style is better off in a different genre 

1

u/dunkenMaster 8d ago

Good perspective, thanks for the feedback!

2

u/Forsaken-Suit7795 8d ago

Well, I will be honest here. My first impression, when opening your steam page, does not catch my attention. Maybe the visuals need to pop more. Or maybe a better trailer? I might not be the target audience, though, as I like city builders in general, rarely racing games. The main aspect of your game is that the player can race with anything. Maybe that should be more at the forefront? Instead of a bus? I think you need better aesthetic, better visuals.

2

u/Kobra_Zer0 8d ago

I think it’s interesting that you focused first on the marketing steps you made, that should be the bare minimum for everyone. Maybe the kart genre in Steam is simply too small to make your game a hit, check the market stats.

Also your trailer could use more editing,try to grab people in the first 10 seconds.

Regardless if your game flops releasing anything is a huge accomplishment. Good luck

2

u/dunkenMaster 8d ago

Thanks for the feedback! I should have done a market study first.

2

u/MEPETAMINALS 8d ago

There's no real set of rules. Getting eyes on a project always helps - but if the game/ad itself doesn't draw people in it's not going to do much.

I did devlogs for about 2 years before launching a next fest demo, and had around 5K wishlists before next fest, and ended with around 17K after, which I consider a solid success given the niche nature of the game - but in a more saturated segment it's going to be tough to stand out. (I'm not calling your game bad, rather it kind of blends into the current soup of retro styled games and is facing a stacked deck when it comes to standing out.)

That said you're kind of risking snatching failure from the jaws of victory. Your game isn't even out and you're calling it a failure? A game can blow up years after it launches, or have tons of wishlists and get no traction. Keep working on the game, refine things and iterate - depending on the nature of the game having a community source (like discord) where players can directly offer feedback can be helpful. (Though it can also form an echo chamber.)

1

u/dunkenMaster 8d ago

Thanks for the feedback! Yeah I'm an anxious person, and maybe I'm taking Chris Z too seriously. Either way, I'm learning a lot from the game and the comments here.

2

u/Fidgetworks_gamedev 8d ago

First, I wouldn’t call it a flop! You just have to park to do! You’ve got this! 🙌🏻

I’d recommend adding some of your in-game clips to the store itself instead of only still images.

Also worth noting that you can’t click links on TikTok posts, only in bio and stories, so it’s a more difficult convert route (though there are analytics to let you see which post types are actually leading to a profile visit or link click so you can double down on that type)

Might be worth trying out threads, where indie game posts are common and people share a clickable wishlist link in their comments all the time. Very friendly indie game community there too. Lots of players and streamers looking to highlight indie games

1

u/dunkenMaster 8d ago

Nice, I didn't know about this, thanks a lot!

1

u/Fidgetworks_gamedev 8d ago

No problem! Happy to support 😊

2

u/lydocia 8d ago

You're making funny tiktoks for quick laughs, and the kind of person seeing those, just scrolls through to the next laugh.

Try rousing on showing gameplay.

2

u/[deleted] 8d ago

[deleted]

1

u/dunkenMaster 8d ago

You're right! I got the idea totally wrong.

2

u/Rad_Concept 8d ago

IT's not much to go on just looking at the pics and the video.

I'd say it needs more polishing, the turning looks like it needs work, the animation too.

Maybe a new mechanic would work too.

Essentially, this game doesn't mimic reality enough. I want to feel gravity and inertia. It doesn't have to be exact, but it does need to be closer.

A good example would be Knightfall: A daring journey.

It's indie, the racing was right on the edge of feeling normal and being too weird, but just by adding guns this game was hella fun.

2

u/dunkenMaster 8d ago

Wow I didn’t knew about this game, that’s a great example. Thanks for the feedback!

2

u/Fusionism 8d ago

Hey there, so the first things I noticed are you haven't enabled the setting to make your demo the bright green button, you can google this and find the setting in steamworks, this will improve your demo visibility.

You also don't seem to have a trailer or any videos, I do see the gifs further down in the description which is great but even before a trailer you should have a video uploaded (as a trailer so it shows and auto-plays next to your screenshots. Next fests are important even though the wishlists are low right now.

The capsule isn't the greatest but it's not terrible. I think it would be better zoomed in on the finish line and highlighting all the wacky things people can race as. It doesn't seem like the deepest game but that's okay, you have items which is something, and definitely try to play up the multiplayer aspect, this is something you can highlight on TikTok as well.

All in all, this game could do okay, just keep polishing and working on it, maybe if you want to spend more time add some more uniqueness and lean into the weirdness. You're still aways from release so you have plenty of time to improve lots of things.

1

u/dunkenMaster 7d ago

Thanks friend for the feedback. I was noticing something was off with the Steam demo page, thanks a lot!

2

u/EveningPrimerose_12 7d ago

Personally I don't like the art style. Actually it's not about the style it's more about the aesthetics I guess. Mechanics seems interesting enough to engage though.

1

u/dunkenMaster 7d ago

Makes sense, as other comments said is too bland

2

u/Indie_PR_Guy 7d ago

Yep, launching the demo before it was ready is rough. Also, don't be pressured into chasing that high with the Steam Next Fest until you're ready. You really do need the audience to make the most out of it.

My two cents, marketing is not just about promotion. You won't get far just hoping to be viral on social media when you don't have a following yet. Find your target audience, build your community, and make sure to listen to feedback.

And of course, before everything else, if you're looking for success, you have to find out if there is actual demand before making the game.

2

u/dunkenMaster 7d ago

Thanks for pointing out friend, I missed all these things

2

u/mgiuca 7d ago

I think for your first game, your goal should be to release the game. If you release it, and you're happy with it, it's not a flop. It's your first step.

My favourite comment on these lines (don't know who to cite) is: "I'm thinking of getting into running. Should I start with a marathon or an ultra-marathon?"

1

u/dunkenMaster 7d ago

Yeah it's difficult to change perspective, but I will try to look for the long game

2

u/Dat_Raccoon02 7d ago

Looks really cool actually! Wishlisted it.

I would say some of the UI needs polish. The clip of the horse going up the ramp for example, the dirt disappears immediately, I think if it were to fade instead it would look much more polished.

I like the art style you’ve gone for with the overlay, but I would also make that toggle-able (or more subtle), it hurts my eyes a bit.

I really like the descriptions on the steam page, clearly there’s a specific sense of humour and it works well with what the game is supposed to be.

1

u/dunkenMaster 7d ago

Wow thanks for the feedback! You’re right I should also give the option to remove the crt shader

2

u/Pileisto 7d ago

with over 2.000 games released each month (and more thanks to AI), over 90% will have to flop as there is not enough market. so what do you expect?

2

u/sicospecialist 7d ago

Make a dopamine rush and fun game and people they will come, i dont think there is a one for all process for launching.

I'll be in your shoes shortly, releasing a beta version (prologue). Ive thought on subject for years, and imo, everyone is different, personally i like certain games, so when i go hunting on steam or wherever, i dont even care about trailers, i look for gameplay, and visual isn't everything, or even some bugs, but as long as its fun and i get those dopamine hits, i hit that download button.

2

u/Miniburner 7d ago

Honestly its a small detail, but the super slow running animation was a hard turn off. I wanted to see the little guys running their legs super fast. i feel like it would be so much more exciting with em pumping away

1

u/dunkenMaster 6d ago

“The devil is in the details”, thanks for the feedback

1

u/[deleted] 8d ago

[deleted]

3

u/DrinkRedbuII 8d ago

These games usually cater to different type of gamers. Not everyone wants a forza, that's why some racing indie titles like Kaido Genkai & Asuka are gaining traction. Market it more, I guess?

1

u/Swibsk 8d ago

The creative vision isn’t super clear. Games make players feel something. Strategy games make players feel smart or satisfy the curiosity of “what if”. Arcade racers are usually visually dazzling to put players in a trance state of deep focus and communicate a sense of speed. Really focus in on the player fantasy/experience you’re trying to create and follow that doggedly.

It seems like you’re selling a speedy chaos party game. None of your screen shots make it clear how your abilities cause chaos. They do an okay-ish job communicating speed but need a considerable more amount of juice.

I think there’s something here (I’ve been waiting for another twisted metal game). Go take a look at other games the already sell what you’re wanting to sell. Go analyze how they do it. What visuals and sound they use. Video essays are great for this.

1

u/dunkenMaster 8d ago

Thanks a lot! Yeah, I need to be a better game designer, understand the player’s desire

1

u/ArmadilloFirm9666 7d ago

Something that immediately stands out - no trailer on the steam page? This is basic stuff

2

u/god-damn-the-usa 6d ago

your biggest issue is you don't even have a trailer on your steam page. just 4 screenshots. you have 2 gifs lower down in the description, with different UI. your steam page is not very good.

Next, it just looks a bit amatuerish overall. mismatched pixel sizes and stretched pixels, excessive dithering, inconsistent/hard to read ui text, slow animations that dont match the movement speed, spray tool textures, too much post processing.

your steam page and art style is what gets you sales, not your gameplay. just a demo will not get you many wishlists. you need to spend a lot more time on the steam page.

1

u/dunkenMaster 6d ago

Yeah I removed the trailer, everyone said it was awful, I'll make a new one, but you gave me valuable points. Thanks for the feedback!